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AMD RADEON™ GFX & DIRECTX® 12 ROBERT HALLOCK AMD TECHNICAL MARKETING GRAPHICS CORE NEXT BETTER PREPARED FOR DIRECTX® 12 APPROVED FOR ALL AUDIENCES

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Page 1: GRAPHICS CORE NEXT AMD RADEON™ GFX & DIRECTX…partner.amd.com/Documents/MarketingDownloads/en/... · amd radeon™ gfx & directx® 12 robert hallock amd technical marketing graphics

AMD RADEON™ GFX & DIRECTX® 12

ROBERT HALLOCKAMD TECHNICAL MARKETING

GRAPHICS CORE NEXTBETTER PREPARED FOR DIRECTX® 12APPROVED FOR ALL AUDIENCES

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2 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

GAME DEVS & ASYNC SHADERSDAN BAKER, PARTNER, OXIDE GAMES

I’ve heard of developers getting +30% GPUperformance by using Async [Shading]. […] itcould end up being pretty disruptive in a yearor so as these GCN built and optimized enginesstart coming to the PC.

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3 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

IMAGE QUALITY

Opens up GPU resources for “free” graphical effects that don’tcompromise performance

GREAT FOR VR

More parallelism = lower latency = more responsive VR

HIGHER FPS

Breaks complex graphics workloads into many parallel tasks

Idle GPU resources do work instead of waiting their turn

Parallel workloads = jobs finish faster = more performance

Increasing granularity of the multi‐threading improves performance

GPU PERFORMANCE

ASYNC SHADERSWHAT ARE THEY?

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4 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

THE DIRECTX® 11 GRAPHICS BOTTLENECK

COMPUTE,  & MEMORY

TIME

CREATE SHADOWSUPLOAD DATA 

FROM PROCESSOR

COMPRESS TEXTURES

GENERATE REFLECTIONS(“ENVIRONMENT MAPPING”)

BUFFER LIGHT/MATERIAL INTERACTIONS

UPLOAD 2nd LIGHTING PASS PHYSICS SIM

SO WHY MUST THESE JOBS WAIT TO RUN IN ORDER?USE DIFFERENT GPU RESOURCES

* Chart for illustrative purposes only.

POSTPROCESS

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5 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

ASYNCHRONOUS SHADING IN DIRECTX® 12

TIME

CREATE SHADOWSBUFFER 

LIGHT/MATERIAL INTERACTIONS

SECOND LIGHTING PASS

PHYSICS SIMULATION

UPLOAD DATA FROM PROCESSOR

COMPRESS TEXTURES

GENERATE REFLECTIONS(“ENVIRONMENT MAPPING”)

UPLOAD DATA FROM PROCESSOR

COMPRESS TEXTURES

THEY’RE PARALLEL IN DIRECTX® 12

RENDER TIME SAVEDLATENCY FPS

HIGHER FPS – RESPONSIVE VR – LOW INPUT LAG

* Chart for illustrative purposes only.

POSTPROCESS

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6 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

GAME DEVS ON ASYNC SHADERS

DAN BAKER, PARTNER, OXIDE GAMES

“With async shaders, we can fill parts of the GPU that [would] otherwise be forced to sit idle. It's one of those features we wish we had on every GPU.”

“[Async shading] can be used to add more game features without affecting performance or to increase efficiency by performing existing work in parallel with rendering.”JOHN KLOETZLI, PRINCIPAL GFX DEV, FIRAXIS GAMES

“On The Tomorrow Children, the flexibilityoffered by moving the bulk of our renderingwork to compute was just too great not totake advantage of. […] [Async shading] reallymade a lot of things possible that would havebeen incredibly difficult otherwise.”JAYMIN KESSLER, SENIOR PROGRAMMER, Q‐GAMES

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7 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

PRESS ON ASYNC SHADING

TechPowerUP

“It turns out that NVIDIA's Maxwell architecture has an Achilles' heel after all, which tilts the scales in favor of competing AMD Graphics CoreNext architecture better prepared for DirectX 12.”

“Oxide’s developer also revealed that NVIDIA’s Maxwell does not support natively Async Compute, and that NVIDIA asked Oxide to disable it for its graphics cards.”DSOGaming

“[…] AMD cards have been built to takeadvantage of DirectX 12’s features, mainlythanks to Async Compute which shouldbecome more prevalent in the next coupleof years.”WCCFtech

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8 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

WHAT ABOUT NVIDIA MAXWELL?

“Curiously, [NVIDIA’s] driver reported [asyncshading] was functional but attempting to use it was an unmitigated disaster.”

“AFAIK, Maxwell doesn’t support Async Compute, at least not natively. We disabled it at the request of Nvidia, as it was much slower to try to use it then to not.”

http://wccftech.com/oxide‐games‐dev‐replies‐ashes‐singularity‐controversy/

Ashes of the Singularity Development Team

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9 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

ASYNCHRONOUS COMPUTE ENGINESGRAPHICS CORE NEXT: HARDWARE FOR ASYNC SHADING

AMD Radeon™ R9 390X Graphics Card

These are Asynchronous Compute Engines

Every GCN‐based graphics chip has several

ACEs are hardware accelerators for asynchronous shading in DX12 PC games

Only GCN has support for asynchronous shading

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10 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

GAMES AND HARDWARE

DIRECTX® 12 GAMES & HARDWARE

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11 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES11

OPTIMIZED FOR GRAPHICS CORE NEXT

Built with the Dawn Engine™ Supports DirectX® 12 Features TressFX Hair 3.0 More features TBA

Watch the trailer Visit the website

|   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

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12 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

OPTIMIZED FOR GRAPHICS CORE NEXT

Built with the Nitrous® Engine

DirectX® 12 Capabilities

Multi‐threaded Command Buffers

Increases multi‐core CPU utilization

Async Shaders

Increases GPU utilization

Explicit Frame Management

Reduces frame latency

Custom Memory Manager

Eliminates microstutter

See the gameplay

Visit the website

Read the blog

12 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

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13 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

ASHES OF THE SINGULARITYULTRAHD 4K, MEDIUM PRESET, DIRECTX® 12

15 20 25 30 35 40 45

AMD Radeon™R9 Fury X

GTX 980 Ti

AMD Radeon™R9 390X

GTX 980

AMD Radeon™R9 390

GTX 970

Average FPSSYSTEM CONFIG:

Intel Core i7‐5960XGigabyte X99‐UD416GBG DDR4‐2666Windows 10 x64

AMD Catalyst™ 15.20.1061 Beta 3NVIDIA 355.60 WHQL

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14 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

ASHES OF THE SINGULARITY1440p, MEDIUM & HIGH PRESETS, DIRECTX® 12

0 10 20 30 40 50 60

AMD Radeon™R9 Fury X

GTX 980 Ti

AMD Radeon™R9 390X

GTX 980

AMD Radeon™R9 390

GTX 970

Average FPS HIGH MEDIUMSYSTEM CONFIG:

Intel Core i7‐5960XGigabyte X99‐UD416GBG DDR4‐2666Windows 10 x64

AMD Catalyst™ 15.20.1061 Beta 3NVIDIA 355.60 WHQL

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15 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES15

API Overhead Feature Test Supports DirectX® 12, Mantle

& DirectX® 11 Evaluates a GPU’s geometric 

throughput (“scene detail”)  at >30 FPS

Multi‐threaded command buffers See the trailer Visit the website Read the technical guide

|   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

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16 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

3DMARK® API OVERHEAD FEATURE TESTFULL DGPU STACK PERFORMANCE

1.0 Mil. 4.0 Mil. 7.0 Mil. 10.0 Mil. 13.0 Mil. 16.0 Mil. 19.0 Mil.

GTX 750AMD Radeon™ R7 360

GTX 750 TiAMD Radeon™ R7 370 4GB

GTX 960AMD Radeon™ R9 380

GTX 970AMD Radeon™ R9 390

GTX 980AMD Radeon™ R9 390X

AMD Radeon™ R9 Fury (Asus)

GTX 980 TiAMD Radeon™ R9 Fury X

GEOMETRIC SCENE DETAIL AT 1080P

Polygons/sec @ >30 FPS

Core i7‐5960X, Gigabyte X99‐UD4, 16GB DDR4‐2666, Windows 10® x64 (Build 10240), AMD Catalyst™ driver 15.20 Beta 19, ForceWare 353.62. DirectX® 12 multi‐threaded. 1080p resolution.

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17 |   DIRECTX® 12 & AMD RADEON™ GRAPHICS    |   AUGUST, 2015   |   APPROVED FOR ALL AUDIENCES

ADDITIONAL CONTENTMaterial Headline SourceVideo AMD Simplified: Async Shading YouTube

Article AMD’s DirectX 12 Advantage Explained – GCN Architecture More Friendly to Parallelism Than Maxwell DSOGaming

Article Lack of Async Compute on Maxwell Makes AMD GCN Better Prepared for DX12 TechPowerUP

Community NV GPUs do not support DX12 Asynchronous Compute/Shaders Reddit

Community Maxwell Can’t do VR well? An issue of latency. Reddit

Article Oxide Games Claims NVIDIA GPUs Do Not Support DirectX 12 Asynchronous Compute Game Debate

Community GTX 980, GTX 970, GTX 980 Ti may not be fully DX 12 supported… Steam Community

Article AMD Dives Deep on Asynchronous Shading AnandTech

Article DirectX12, LiquidVR may breathe fresh life into AMD GPUs thanks to asynchronous shading ExtremeTech

Article Oxide Games Dev Replies on Ashes of the Singularity Controversy WCCFTech